Videogame for the Prevention of Doping and Supplement Abuse in Teenage Athletes

September 15, 2020 updated by: Lindsay Duncan, McGill University

TRUE CHAMPION: An Educational Videogame Intervention for the Prevention of Doping and Supplement Abuse in Teenage Athletes

The purpose of this research is to test the effectiveness of an interactive doping education videogame among student athletes. Specifically, the game will teach athletes aged 13-16 years about the risks of doping and will foster the values, motivation, and behavioural skills needed to avoid temptation and pressure to dope. The investigators hypothesize that student athletes who play the intervention game will have lower use of banned substances and sport supplements, greater intentions to stay clean, and will also show improvements in the cognitive and motivational antecedents to doping when compared to a control condition.

Study Overview

Detailed Description

284 student athletes will be enrolled in this two-arm quasi-experimental study. The participants will be boys and girls, aged 13 to 16 years who compete in any sport. Participants will be recruited and enrolled through partnerships with their school physical education and/or sport programs. Participants will complete baseline questionnaires assessing demographics, history of sport participation, and psychological variables related to doping prevention including knowledge, doping self-regulatory efficacy, motivation, attitudes, intentions, perceived norms, doping refusal, substance use behaviours, and doping related protective behaviours (e.g., checking the list of ingredients on medications). Participants will then be assigned to either an intervention group (n = 142; the doping videogame the investigators are developing) or a comparison group (n = 142). The comparison group will be given printed educational materials about doping education, developed by an accredited source (e.g., UNESCO). Assignment to the intervention or comparison group will be conducted at the level of the school to reduce the potential for contamination that could occur if intervention and comparison students were interacting in their school environment and sharing information they learned from the game. Participants from the intervention group will play five, 60-minute sessions over the course of one month (5 hours of total gameplay). Before the gameplay sessions begin, the Project Director and research assistants will orient the intervention group participants to the use of the intervention videogame. Players will be given a tutorial on an iPad demonstrating the mechanics of the game and how to use the iPad. Each player will have their own dedicated iPad that they will use during each game play session (this will be provided by the research team). Shortly after the last gameplay session is completed, participants from both groups will be asked to complete a questionnaire assessing the same psychological variables assessed at baseline as well as their gameplay experience. The psychological variables will also be assessed at three, six, and 12 month follow-ups.

Study Type

Interventional

Enrollment (Anticipated)

284

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Contact

Study Contact Backup

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

13 years to 16 years (Child)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • Subject competes in a competitive sport at the high school level or higher
  • Able to read and understand English

Exclusion Criteria:

  • None

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Prevention
  • Allocation: Non-Randomized
  • Interventional Model: Parallel Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Videogame
Educational videogame, five 60-minute sessions over one month

True Champion is an educational, values-based game that aims to empower young athletes to make informed decisions to avoid doping.

Participants engaging in the videogame sessions will encounter a series of thought-provoking situations and knowledge tests. Players will help their assigned character navigate through these curriculum-rich scenarios in order to reach their performance goals in a healthy and ethical way.

Active Comparator: Booklet
Educational booklet, one session
Participants will be given an anti-doping booklet prepared by UNESCO. This booklet is considered standard educational material, i.e. what might be presented to young athletes as part of their regular sports curriculum.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Use of banned substances
Time Frame: 12 months

Self-reported use of banned substances for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

12 months
Use of sport supplements
Time Frame: 12 months

Self-reported use of supplements for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

12 months
Intentions to use banned substances and sport supplements
Time Frame: 12 months

Self-reported intentions of using banned substances or supplements for performance enhancement or recovery in sport.

This outcome will be measured using a self-reported questionnaire.

Scale: Performance-Enhancing Substances and Methods Use

Minimum value: 1 - extremely unlikely (better outcome)

Maximum value: 7 - extremely likely (worse outcome)

12 months

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Knowledge
Time Frame: 12 months

Knowledge of anti-doping rules, definitions and consequences of doping.

This outcome will be assessed using a True/False questionnaire.

12 months
Doping Self-Regulatory Efficacy
Time Frame: 12 months

Self-efficacy for refusing doping under a variety of pressure situations.

This outcome will be measured using a validated questionnaire.

Scale: Doping Self-Regulatory Efficacy

Minimum value: 1 - no confidence (better outcome)

Maximum value: 5 - complete confidence (worse outcome)

12 months
Motivation
Time Frame: 12 months

Motivations for abstaining from doping.

This outcome will be measured using an adaptation of a validated questionnaire.

Scale: Treatment Self-Regulation Questionnaire for the Avoidance of Doping in Sport

Minimum value: 1 - not true at all (worse outcome)

Maximum value: 7 - very true (better outcome)

12 months
Attitudes
Time Frame: 12 months

Attitudes towards doping in sport.

This outcome will be measured using a subscale from a validated questionnaire.

Scale: The Adolescent Sport Doping Inventory

Minimum value: 1 - strongly disagree (worse outcome)

Maximum value: 7 - strongly agree (better outcome)

Note: some items are reverse-scored

12 months
Anti-doping protective behaviours
Time Frame: 12 months

Self-reported engagement in behaviours linked to doping abstinence.

Scale: Microbehaviours

Minimum value: 1 - never (worse outcome)

Maximum value: 7 - always (better outcome)

12 months
Doping refusal
Time Frame: 12 months

Self-report of having refused a supplement or performance-enhancing substance.

This outcome will be assessed using a Yes (worse outcome) or No (better outcome) questionnaire.

12 months
Gameplay experience
Time Frame: 1 month

Enjoyment and acceptability of the True Champion videogame among players assigned to the intervention condition.

This outcome will be assessed using a questionnaire we have created. Answers will range from "strongly disagree" to "strongly agree".

1 month

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Lindsay R Duncan, PhD, McGill University

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

Helpful Links

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Anticipated)

November 1, 2020

Primary Completion (Anticipated)

December 1, 2021

Study Completion (Anticipated)

June 1, 2022

Study Registration Dates

First Submitted

December 11, 2019

First Submitted That Met QC Criteria

December 16, 2019

First Posted (Actual)

December 18, 2019

Study Record Updates

Last Update Posted (Actual)

September 16, 2020

Last Update Submitted That Met QC Criteria

September 15, 2020

Last Verified

September 1, 2020

More Information

Terms related to this study

Other Study ID Numbers

  • 476-0418

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

No

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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